Skip to main content
メインコンテンツへ

Dominion Math & Probability Guide

Money density, opening probabilities, thinning theory — the math behind Dominion decisions

Advanced Read time: 20 min

Why Learn the Math?

Dominion appears to be an intuitive game, but solid mathematics underpins every decision. Replacing "gut feel" purchases with calculated choices meaningfully improves your win rate.

While many intermediate players rely on intuition, those with a mathematical mindset gain three concrete advantages:

  • Pre-calculate optimal openings — decide between Chapel and Silver with numbers, not guesswork
  • Time purchases precisely — compare Silver versus Gold by expected value, not habit
  • Predict opponent trajectories — count deck sizes to estimate what powerful cards they will draw next turn

No calculus or matrix algebra is required. You need only basic division and an elementary sense of probability. With practice, these calculations happen in your head during gameplay.


Money Density

The Formula

Money Density = Total Coin Production in Deck ÷ Number of Cards in Deck

"Total coin production" is the sum of coins generated if every card in the deck were played once. Count Copper as 1, Silver as 2, Gold as 3. Victory cards and most Action cards count as 0.

Starting Deck Density

Card Qty Coins per Card Subtotal
Copper 7 1 7
Estate 3 0 0
Total 10 7

Starting density = 7 ÷ 10 = 0.70

With a 5-card hand, you can expect 0.70 × 5 = 3.5 coins on average. This explains why hands of 5 or 6 coins are rare in the first few turns.

Target Density for Province Purchases

Buying Province requires 8 coins from a 5-card hand.

  • 8 coins ÷ 5 cards = density ≥ 1.6 is where Province becomes the expected outcome
  • Buying Colony (11 coins) requires density ≥ 2.2

How Density Changes as You Strengthen Your Deck

Adding Silvers and Golds to the starting deck of 7 Coppers + 3 Estates:

Cards Added Deck Size Total Coins Density Expected Coins (5-card hand)
None (start) 10 7 0.70 3.5
+1 Silver 11 9 0.82 4.1
+2 Silvers 12 11 0.92 4.6
+3 Silvers 13 13 1.00 5.0
+3 Silvers, +1 Gold 14 16 1.14 5.7
+3 Silvers, +2 Golds 15 19 1.27 6.3
+3 Silvers, +3 Golds 16 22 1.38 6.9
+3 Silvers, +4 Golds 17 25 1.47 7.4
+4 Silvers, +4 Golds 18 27 1.50 7.5

Reaching density 1.6 typically requires 4–5 Golds. This is the mathematical reason Big Money prioritizes "support with Silvers, stack Golds."

The Victory Card Trap

Every Duchy (cost 5, 0 coins) added to your deck dilutes your density:

State Deck Size Total Coins Density
4 Golds + 3 Silvers 17 22 1.29
+1 Duchy 18 22 1.22
+2 Duchies 19 22 1.16
+3 Duchies 20 22 1.10

Three Duchies drop density from 1.29 to 1.10, reducing expected hand value from 6.45 to 5.50 coins. This is the root cause of the "self-destruction pattern" where late-game Victory card purchases weaken your engine right when you need it most.


Opening Probabilities

The 5/2 vs 4/3 Split

Your first two buying turns are determined by the 5-card hands you draw from a 10-card deck of 7 Coppers + 3 Estates.

Using the hypergeometric distribution, the probability of drawing exactly k Coppers in 5 cards from this deck:

Turn 1 Hand Calculation Probability
5 Coppers (5 coins) C(7,5)×C(3,0)÷C(10,5) = 21÷252 8.3%
4 Coppers + 1 Estate (4 coins) C(7,4)×C(3,1)÷C(10,5) = 105÷252 41.7%
3 Coppers + 2 Estates (3 coins) C(7,3)×C(3,2)÷C(10,5) = 105÷252 41.7%
2 Coppers + 3 Estates (2 coins) C(7,2)×C(3,3)÷C(10,5) = 21÷252 8.3%

Combined opening patterns:

Pattern Turn 1 Turn 2 Probability
5/2 split 5 coins 2 coins ~8.3%
4/3 split 4 coins 3 coins ~41.7%
3/4 split 3 coins 4 coins ~41.7%
2/5 split 2 coins 5 coins ~8.3%

The extreme splits (5/2 or 2/5) occur only 16.7% of the time. The overwhelming majority of games — 83.4% — begin with a 4/3 or 3/4 split.

When Do Your Opening Buys Arrive?

After turns 1 and 2, your deck contains 12 cards (original 10 + 2 purchases). The 10 cards already drawn sit in the discard pile; your 2 new purchases are somewhere in the remaining 2-card deck.

When you draw 5 cards on turn 3, the probability that at least 1 of your opening buys appears:

  • Both absent: C(10,5) ÷ C(12,5) = 252 ÷ 792 ≈ 31.8%
  • At least 1 present: 1 − 31.8% ≈ 68.2%
  • Both present: C(10,3) ÷ C(12,5) = 120 ÷ 792 ≈ 15.2%

By turns 3 and 4 combined, both opening purchases are virtually certain to appear. This means the quality of your opening buys determines your trajectory for the first quarter of the game. A Chapel bought on turn 1 has a 68.2% chance to appear on turn 3, letting you begin trashing immediately.

Mathematical Comparison of Openings

Opening Key Card Arrives Turn 3 Notes
Chapel + anything 68.2% Fast trash start
Silver + Silver Both: 15.2% / Either: 68.2% Stable density gain
Silver + Action Each at 68.2% Strategy dependent

The Mathematics of Thinning

What Is a Stop Card?

In deck-building theory, a stop card is any card that does not draw additional cards when played. Stop cards interrupt the chain of plays in engine decks.

Examples of stop cards:

  • Copper, Silver, Gold — generate coins but do not draw
  • Estate, Duchy, Province, Curse — grant points but do not draw
  • Most Actions without +Card text — provide effects but do not draw

A deck heavy with stop cards cannot be drawn to completion in a single turn, limiting the power of engines that rely on chaining many plays.

What Trashing Actually Changes

Trashing directly improves three metrics simultaneously:

  1. Deck size ↓ — you draw a larger proportion of your deck each turn
  2. Money density ↑ — removing low-value Coppers and Estates raises average hand value
  3. Cycle speed ↑ — your best cards return to hand more frequently

Chapel Trashing: Concrete Numbers

Chapel can trash up to 4 cards per turn. Consider a scenario where you trash all 3 Estates and 4 Coppers over several turns:

State Deck Size Total Coins Density Expected Coins (5 cards)
Starting deck 10 7 0.70 3.50
After adding Chapel 11 7 0.64 3.18
After trashing 3 Estates 8 7 0.88 4.38
After trashing 4 Coppers 4 3 0.75 3.75

The 4-card deck looks weak in isolation, but adding quality cards rapidly raises density:

Silvers Added Deck Size Total Coins Density Expected Coins (5 cards)
+1 Silver 5 5 1.00 5.00
+2 Silvers 6 7 1.17 5.83
+2 Silvers, +1 Gold 7 10 1.43 7.14

A thinned deck with just 2 Silvers and 1 Gold already produces 7.1 expected coins per turn — enough to buy Province nearly every time it matters. This is the mathematical power of Chapel.

Chapel + Silver vs Chapel + Cantrip

According to simulation research from dominionstrategy.com:

  • Chapel + Silver opening: average 3.03 cards trashed
  • Chapel + Cantrip (Village, Market, etc.) opening: average 3.64 cards trashed

Cantrips give Chapel more opportunities to fire by drawing it into more hands. The 0.61-card difference means approximately 0.61 more Copper removed — a meaningful improvement in long-run density.


Deck Cycle Speed

Thinner Decks Deliver Good Cards More Often

Compare a 20-card and a 10-card deck, each containing exactly 1 Gold:

Deck Size Gold Fraction Probability Gold Appears in 5-Card Hand Average Turns Between Gold Appearances
20 cards 1/20 = 5% 1−(19/20)^5 ≈ 22.6% ~4.4 turns
10 cards 1/10 = 10% 1−(9/10)^5 ≈ 41.0% ~2.4 turns
5 cards 1/5 = 20% 1−(4/5)^5 ≈ 67.2% ~1.5 turns

A 10-card deck sees its Gold roughly 1.8× more often than a 20-card deck. Thinning benefits you not only through higher density but also through increased frequency of your power cards.

The Double Harm of Curses

When an opponent's Witch adds Curses to your deck, the reverse math applies:

  • 10-card deck + 1 Curse → 11-card deck: Gold appearance rate drops from 10% to 9.1%
  • 10-card deck + 3 Curses → 13-card deck: Gold appearance rate drops from 10% to 7.7%

Curses simultaneously lower money density and slow deck cycling, reducing how often your best cards appear. This dual damage is why aggressive Curse attacks (Witch, Sea Witch) are among the strongest strategies in the game.


Practical Application

Should You Buy the Action or a Silver?

When unsure whether an Action card is worth buying, use density as a guide.

Step 1: Estimate your current deck density

Count Coppers, Silvers, and Golds in hand and discard during cleanup. Estimate your total coin production and divide by deck size.

Step 2: Project the density change after each purchase

  • Buy Silver: +1 card, +2 coins → density increases
  • Buy a cost-5 Action card: +1 card, +0 coins → density decreases

Example with a 16-card deck at density 1.00 (total coins = 16):

Purchase Deck Size Total Coins Density Change
Silver 17 18 1.06 +0.06
Action (no coins) 17 16 0.94 −0.06

An Action card beats Silver only when it effectively produces 2+ coins of equivalent value. Laboratory (+2 Cards, +1 Action) draws more cards, enabling you to play more Treasures — so its effective coin contribution exceeds its face value.

Mid- and Late-Game Deck Management

Track your deck size throughout the game

At the start of each turn, glance at the discard pile size. Your live deck size = total deck size − discard size − hand size.

Recalculate density after each Province purchase

Province costs 8 and produces 0 coins. Every copy bought reduces your density:

Deck State Density Before Density After 1 Province Change
20 cards, 28 coins 1.40 1.33 (21 cards) −0.07
20 cards, 32 coins 1.60 1.52 (21 cards) −0.08

Starting Province purchases when your density exceeds 1.6 ensures you can sustain density above 1.4 for several more buys — enough to keep reaching $8.

3-pile endings and density

Triggering a 3-pile game end (buying cheap cards aggressively to empty piles) is most effective when your density is high enough to buy multiple cards in one turn. A deck at density 1.8+ can sometimes purchase 2–3 cards per turn with +Buy effects, racing the game to a quick close.


Summary

The math is not as hard as it looks. During play, focus on just three things:

  1. Roughly track your deck size and total coin production — estimate density on the fly
  2. Target density ≥ 1.6 before committing to Province purchases — below that, keep buying Treasures
  3. Confirm that trashing has thinned your deck — smaller decks cycle faster and deliver power cards sooner

It takes time at first, but after dozens of games you will instinctively sense "this deck needs two more Silvers before Province is consistent." The mathematical intuition of experienced players is not magic — it is the accumulated result of exactly these calculations, internalized through repetition.